Drinking Cappuccino in Italian Restaurants
Other maps by this author
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Not every map has to be pretty. Let's not forget this game isn't about how good the maps look, it may be an important thing we look for in maps now, but that's not what it's for. I think it's important to distinguish between two factors, does it play well? That's very important. Does it look good? That's also very important.
A map that looks good, but doesn't play well deserves a 5 because somebody spent the time and effort to make it look as well as it does.
Eye by ]{NO3 [numa-notdot-net.appspot.com]
A map that plays well but doesn't look good deserves a 5 because somebody spent the time and effort to make it play as well as it does.
Test IX by Wizard2 [numa-notdot-net.appspot.com]
What One-ways Were Made For by Sendy [numa-notdot-net.appspot.com]
You can't dodge 1 rocket? by Mr_Smeagol [numa-notdot-net.appspot.com]
Shiftless Loaf by blue_tetris [numa-notdot-net.appspot.com]
Harvest by Wizard2 [numa-notdot-net.appspot.com]
A map that plays well and looks good also deserves a 5. But sometimes, a map isn't about the appearance. It's about the map. So, a map like this shouldn't be judged by it's appearance. It's about the gameplay. With all that said, this map looks alright anyways. The void draws.
A map that looks good, but doesn't play well deserves a 5 because somebody spent the time and effort to make it look as well as it does.
Eye by ]{NO3 [numa-notdot-net.appspot.com]
A map that plays well but doesn't look good deserves a 5 because somebody spent the time and effort to make it play as well as it does.
Test IX by Wizard2 [numa-notdot-net.appspot.com]
What One-ways Were Made For by Sendy [numa-notdot-net.appspot.com]
You can't dodge 1 rocket? by Mr_Smeagol [numa-notdot-net.appspot.com]
Shiftless Loaf by blue_tetris [numa-notdot-net.appspot.com]
Harvest by Wizard2 [numa-notdot-net.appspot.com]
A map that plays well and looks good also deserves a 5. But sometimes, a map isn't about the appearance. It's about the map. So, a map like this shouldn't be judged by it's appearance. It's about the gameplay. With all that said, this map looks alright anyways. The void draws.
2015-06-18
True.
Gold doesn't always have to be viable from a highscoring perspective, which is why I put that point last, but I find asking myself "is getting the gold worth it" to be a good benchmark to judge the way I put gold into a map, especially into jumpers - but then there are no strict rules in mapping and some of the very best maps have been created have deliberately ignored the "rules" of mapping.
I disagree with Dagga on the aesthetics though. Yes, gameplay is most important. But a map that looks like little to no time was spent on making it aesthetically pleasing is definitely one that I enjoy a lot less - not that it's bad here, I just think that you've shown a lot of aesthetic finesse in your past maps and there's no reason to not continue to do so when making jumpers.
I disagree with Dagga on the aesthetics though. Yes, gameplay is most important. But a map that looks like little to no time was spent on making it aesthetically pleasing is definitely one that I enjoy a lot less - not that it's bad here, I just think that you've shown a lot of aesthetic finesse in your past maps and there's no reason to not continue to do so when making jumpers.
Here's an example of a map [numa-notdot-net.appspot.com] that has no highscoring value in the gold, but has gold just so that people can get an AGD. It changes the map completely to go for gold.
2015-06-18
*
Right side looks awesome, but each jump on the way up is the same. The second gold from the left is a little aggravating due to the sensitivity of falling down. The left side of the map is incredible, very well thought out.
I agree with point 2 of lifdoff completely. I disagree with point 1, the aesthetic value of a map is only important if you think that is the priority. I think one should be free to make ugly fun maps all they want. I mostly agree with point 3, but let's say for example this map had no gold at all, nobody would mind. So, the gold doesn't have to be there for a highscoring purpose, it's just there so we can do "AGD" runs on NUMA.
Mostly great map, well done!
I agree with point 2 of lifdoff completely. I disagree with point 1, the aesthetic value of a map is only important if you think that is the priority. I think one should be free to make ugly fun maps all they want. I mostly agree with point 3, but let's say for example this map had no gold at all, nobody would mind. So, the gold doesn't have to be there for a highscoring purpose, it's just there so we can do "AGD" runs on NUMA.
Mostly great map, well done!
2015-06-18
Very slow AGD.
This is pretty dang cool. It's noticeable that you haven't made many jumpers, but there are a lot of cool ideas here, especially the gold and the switches and how they interact with the oneways.
Advice on future jumpers, if you care to read it:
1. Try to go for a distinct visual style. While good gameplay-wise, there is very little to this aesthetically. Don't be afraid to add unnecessary flourishes for aesthetical reasons - just make sure that they don't make the whole thing cheatable, that's happened to me a couple of times.
2. If you make a there-and-back jumper, try to differentiate the there and the back more - both directions felt very similar. Differet subroutes works very well sometimes, like jumps that you can only complete in one direction (not necessarily one-ways, just from the general tile layout).
3. Add more gold, especially when it is a detour from the main route - non of the gold except for the two pieces on the one-way are worth it from a highscoring perspective, I'd estimate - definitely not the first batch. This can be tricky, especially when trying to incorporate the gold into the general aesthetic of a map, but it can be done.
Anyway, please don't take this as me being nitpicky, I'm just excited that other people seem to, at the very least, be taking a stab at tilejumpers. You're a great mapper and could become a great jumper-maker if you were to feel so inclined.
Giving you a 4/5. Good first jumper (miles better than my first), but I know that you can do better.
Advice on future jumpers, if you care to read it:
1. Try to go for a distinct visual style. While good gameplay-wise, there is very little to this aesthetically. Don't be afraid to add unnecessary flourishes for aesthetical reasons - just make sure that they don't make the whole thing cheatable, that's happened to me a couple of times.
2. If you make a there-and-back jumper, try to differentiate the there and the back more - both directions felt very similar. Differet subroutes works very well sometimes, like jumps that you can only complete in one direction (not necessarily one-ways, just from the general tile layout).
3. Add more gold, especially when it is a detour from the main route - non of the gold except for the two pieces on the one-way are worth it from a highscoring perspective, I'd estimate - definitely not the first batch. This can be tricky, especially when trying to incorporate the gold into the general aesthetic of a map, but it can be done.
Anyway, please don't take this as me being nitpicky, I'm just excited that other people seem to, at the very least, be taking a stab at tilejumpers. You're a great mapper and could become a great jumper-maker if you were to feel so inclined.
Giving you a 4/5. Good first jumper (miles better than my first), but I know that you can do better.
Demo Data |
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RandomDigits
death demo.